diff options
Diffstat (limited to 'godot3/ShaderTestScreen.tscn')
-rw-r--r-- | godot3/ShaderTestScreen.tscn | 236 |
1 files changed, 0 insertions, 236 deletions
diff --git a/godot3/ShaderTestScreen.tscn b/godot3/ShaderTestScreen.tscn deleted file mode 100644 index caee966..0000000 --- a/godot3/ShaderTestScreen.tscn +++ /dev/null @@ -1,236 +0,0 @@ -[gd_scene load_steps=12 format=2] - -[ext_resource path="res://sample.png" type="Texture" id=1] -[ext_resource path="res://white.png" type="Texture" id=2] -[ext_resource path="res://CRTFrame.png" type="Texture" id=3] - -[sub_resource type="Shader" id=1] -code = "shader_type canvas_item; - -uniform float BarrelPower =1.1; - -vec2 distort(vec2 p) -{ - - float angle = p.y / p.x; - float theta = atan(p.y,p.x); - float radius = pow(length(p), BarrelPower); - - p.x = radius * cos(theta); - p.y = radius * sin(theta); - - return 0.5 * (p + vec2(1.0,1.0)); -} -void fragment() -{ - -vec2 xy = SCREEN_UV * 2.0; -xy.x -= 1.0; -xy.y -= 1.0; - -float d = length(xy); -if(d < 1.5){ - xy = distort(xy); -} -else{ - xy = SCREEN_UV; -} -COLOR = texture(SCREEN_TEXTURE,xy); -} - - - -" - -[sub_resource type="ShaderMaterial" id=2] -shader = SubResource( 1 ) -shader_param/BarrelPower = 1.1 - -[sub_resource type="Shader" id=3] -code = "shader_type canvas_item; - -uniform float color_bleeding = 0.9; -uniform float bleeding_range = 2; -uniform float screen_width = 1024; -void fragment() -{ - float pixel_size = 1.0/screen_width*bleeding_range; - vec4 color_left = texture(SCREEN_TEXTURE,SCREEN_UV - vec2(pixel_size, 0)); - vec4 current_color = texture(SCREEN_TEXTURE,SCREEN_UV); - current_color = current_color*vec4(color_bleeding,0.5,0.25,1); - color_left = color_left*vec4(0.25,0.5,color_bleeding,1); - COLOR.rgba = (current_color + color_left); -}" - -[sub_resource type="ShaderMaterial" id=4] -shader = SubResource( 3 ) -shader_param/color_bleeding = 0.9 -shader_param/bleeding_range = 2.0 -shader_param/screen_width = 1024.0 - -[sub_resource type="Shader" id=5] -code = "shader_type canvas_item; - -uniform float lines_distance = 4.0; -uniform float pixel_size = 2.0; -uniform float size_screen = 600; -uniform float scanline_alpha = 0.9; -uniform float lines_velocity = 30.0; - -void fragment() -{ - float line_row = floor((SCREEN_UV.y * size_screen/pixel_size) + mod(TIME*lines_velocity, lines_distance)); - - float n = 1.0 - ceil((mod(line_row,lines_distance)/lines_distance)); - -vec4 c = texture(SCREEN_TEXTURE,SCREEN_UV); -c = c - n*c*(1.0 - scanline_alpha); -c.a = 1.0; -COLOR = c; -}" - -[sub_resource type="ShaderMaterial" id=6] -shader = SubResource( 5 ) -shader_param/lines_distance = 4.0 -shader_param/pixel_size = 2.0 -shader_param/size_screen = 600.0 -shader_param/scanline_alpha = 0.9 -shader_param/lines_velocity = 30.0 - -[sub_resource type="Shader" id=7] -code = "shader_type canvas_item; - -uniform float screen_width = 1024; -uniform float screen_height = 600; - -// Curvature -uniform float BarrelPower =1.1; -// Color bleeding -uniform float color_bleeding = 1.2; -uniform float bleeding_range_x = 3; -uniform float bleeding_range_y = 3; -// Scanline -uniform float lines_distance = 4.0; -uniform float scan_size = 2.0; -uniform float scanline_alpha = 0.9; -uniform float lines_velocity = 30.0; -vec2 distort(vec2 p) -{ - - float angle = p.y / p.x; - float theta = atan(p.y,p.x); - float radius = pow(length(p), BarrelPower); - - p.x = radius * cos(theta); - p.y = radius * sin(theta); - - return 0.5 * (p + vec2(1.0,1.0)); -} - -void get_color_bleeding(inout vec4 current_color,inout vec4 color_left){ - - current_color = current_color*vec4(color_bleeding,0.5,0.25,1); - color_left = color_left*vec4(0.25,0.5,color_bleeding,1); -} - -void get_color_scanline(vec2 uv,inout vec4 c,float time){ - float line_row = floor((uv.y * screen_height/scan_size) + mod(time*lines_velocity, lines_distance)); - - float n = 1.0 - ceil((mod(line_row,lines_distance)/lines_distance)); - - c = c - n*c*(1.0 - scanline_alpha); - c.a = 1.0; - -} - -void fragment() -{ - -vec2 xy = SCREEN_UV * 2.0; -xy.x -= 1.0; -xy.y -= 1.0; - -float d = length(xy); -if(d < 1.5){ - xy = distort(xy); -} -else{ - xy = SCREEN_UV; -} - -float pixel_size_x = 1.0/screen_width*bleeding_range_x; -float pixel_size_y = 1.0/screen_height*bleeding_range_y; -vec4 color_left = texture(SCREEN_TEXTURE,xy - vec2(pixel_size_x, pixel_size_y)); -vec4 current_color = texture(SCREEN_TEXTURE,xy); -get_color_bleeding(current_color,color_left); -vec4 c = current_color+color_left; -get_color_scanline(xy,c,TIME); -COLOR = c; - -} -" - -[sub_resource type="ShaderMaterial" id=8] -shader = SubResource( 7 ) -shader_param/screen_width = 1024.0 -shader_param/screen_height = 600.0 -shader_param/BarrelPower = 1.1 -shader_param/color_bleeding = 1.2 -shader_param/bleeding_range_x = 3.0 -shader_param/bleeding_range_y = 3.0 -shader_param/lines_distance = 4.0 -shader_param/scan_size = 2.0 -shader_param/scanline_alpha = 0.9 -shader_param/lines_velocity = 30.0 - -[node name="Control" type="Control"] -margin_right = 40.0 -margin_bottom = 40.0 - -[node name="Sprite" type="Sprite" parent="."] -texture = ExtResource( 1 ) -centered = false - -[node name="Shaders" type="Control" parent="."] -margin_right = 40.0 -margin_bottom = 40.0 - -[node name="Curvature" type="TextureRect" parent="Shaders"] -visible = false -material = SubResource( 2 ) -margin_right = 1024.0 -margin_bottom = 600.0 -texture = ExtResource( 2 ) -expand = true - -[node name="ColorBleeding" type="TextureRect" parent="Shaders"] -visible = false -material = SubResource( 4 ) -margin_right = 1024.0 -margin_bottom = 600.0 -texture = ExtResource( 2 ) -expand = true - -[node name="ScanLine" type="TextureRect" parent="Shaders"] -visible = false -material = SubResource( 6 ) -margin_right = 1024.0 -margin_bottom = 600.0 -texture = ExtResource( 2 ) -expand = true - -[node name="CRT" type="TextureRect" parent="Shaders"] -material = SubResource( 8 ) -margin_right = 1024.0 -margin_bottom = 600.0 -texture = ExtResource( 2 ) -expand = true -__meta__ = { -"_edit_use_anchors_": false -} - -[node name="CRTFrame" type="TextureRect" parent="."] -margin_right = 1082.0 -margin_bottom = 812.0 -rect_scale = Vector2( 0.946396, 0.738916 ) -texture = ExtResource( 3 ) |